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V-Ray for Cinema 4D

Node Textures

This page provides information about the Texture nodes in V-Ray for Cinema 4D.

Last updated 10 July 2026

This page provides information about the Texture nodes in V-Ray for Cinema 4D.

Overview

V-Ray Node Space offers a number of nodes and node categories. Some of the nodes are texture nodes, used as utility or surface maps.

Nodes

V-Ray Node Textures have several categories - Color, Context, Material Generator, and Math. See the table for links and descriptions of each node.

Color

Node

Description

Node

Description

Bump to Glossiness

Converts a normal or bump map into a glossiness map.

Color

Assigns a flat color.

Color Channel

Extracts only one color channel out of a given texture.

Color Correction

Applies various color corrections to a Bitmap node.

Color Range

Remaps textures from an old range to a new range of values.

Color to Float

Converts a color or texture into a floating point value.

Combine Color

Multiplies a texture with a color.

Combine Float

Multiplies a texture with a float value.

Compose Color

Composes a color output from the basic channels of a color.

Float to Color

Converts the input scalar texture to a grayscale color.

Invert

Inverts the texture colors.

Invert Float

Outputs the inverted result of a float input texture.

Layered

Stacks multiple textures on top of each other in order to mix their output.

Luminance

Wraps a color texture and outputs its luminance.

Mask

Adds a mask to a texture.

Mix

Blends between two colors or textures.

MultiSubTex

Distributes multiple textures to many objects.

Normal Map

Reads a normal map from a file.

OCIO

Applies OpenColorIO (OCIO) color transformations to textures to manage their look.

Random

Generates a random float or color value based on an input seed value.

Ray Switch

Gives a material a different color or texture when it is viewed through shadows, GI, reflections, and refractions.

Remap

Remaps different types of values.

RGB to HSV

Converts a color from an RGB color model to an HSV color model.

TriPlanar

Allows quick assignment of Bitmaps and other 2D textures on objects that don't have suitable UV coordinates.

UVW to Color

Converts UVW coordinates, provided by a Context node, to color.

Context

Node

Description

Node

Description

Color to UVW

Adjusts the pattern of various maps according to the UVW of other maps.

UVW Channel

Specifies which UV channel from the loaded Bitmap node is read.

UVW Object

Changes the object's UV position, scale, sheer, and rotation.

UVW Place 2D

Adjusts the placement, rotation, and repetition of 2D material generator nodes.

UVW Projection

Controls the UVW placement of the Bitmap node.

UVW Randomizer

Applies random offset, rotation, and scale to texture nodes assigned to a single object with different Face IDs or different objects.

UVW Transform

Adjusts a Bitmap Node in position, rotation, scale, and sheer.

Math

Node

Description

Node

Description

Color Arithmetic

Performs an arithmetic operation between two colors/textures.

Condition

Compares two float values.

Float Arithmetic

Performs mathematical operations on float values.

Vector Product

Performs multiplication operations on two vectors.

Material Generator

Node

Description

Node

Description

Bitmap

Loads image files into the scene.

Cellular

Creates a procedural effect that mimics closely packed cells.

Checker

Generates a procedural checkerboard texture.

Curvature

Samples the underlying mesh for curves and creates a grayscale model of it.

Dirt

Simulates a variety of effects: for example, dirt around the crevices of an object, or produces an ambient occlusion pass.

Distance

Returns a different color based on a point's distance to objects specified in a selection list.

Edges

Outlines all the edges of the geometry, achieving an effect similar to the Lines shading in the viewport.

Falloff

Produces a gradient texture based on the angular falloff of the surface of the geometry

Fresnel

Blends two colors or maps based on the angle of view and an Index of Refraction.

Grid

Generates a procedural grid pattern using custom colors.

Hair Sampler

Provides extra output options, which can be used when shading hair.

Maxon Noise

A V-Ray implementation of the Noise texture found natively in Cinema 4D.

Noise Max

Generates a procedural noise texture.

Outlines

Add toon-like outlines to node materials.

Parallax

Create the illusion of depth to simulate interiors.

Particle Sampler

Reads the attributes of the particle system and outputs the data to a material node.

Ramp

Creates different types of gradients.

Sampler Info

Provides information about the scene, with the choice to show any of various aspects as color blocks.

Smoke

Generate a procedural texture that gives a smoke-like effect.

Softbox

Can be used in a V-Ray light to create the illumination coming from a Soft Box light source.

Splat

Creates a procedural effect that mimics a splatter, similar to the way paint can splatter onto a surface.

Stucco

Creates a procedural effect that produces a surface similar to an uneven, almost dented stucco surface.

TexOSL

Loads Open Shading Language OSL shader code files (.osl) or OSL object code files (.oso).

Tiles

Generates a versatile procedural tile texture.

User Color

Reads user-defined object properties from the current material and converts them to a color value.

User Integer

Reads and returns a single integer value from the currently shaded object as a result.

User Scalar

Reads and returns a single number value of the currently shaded object as a result.

Vertex Color

Allows you to use vertex color mapping with a mesh.

How to Create Node Textures

For Cinema 4D version R25 and later

Make sure V-Ray is your Renderer. This is done through Render Settings > Renderer.

Go to the Material Manager and from Create > Materials, select New Node Material.

Alternatively, go to V-Ray > V-Ray Node Materials and select a V-Ray surface material from the list. If the Separate menu for V-Ray materials option in the Preferences is disabled, go to Create > V-Ray > V-Ray Node Materials.

The Node editor opens and you can now work with all available V-Ray nodes.

Click on the GIF to view it in full size

For Cinema 4D up to version S24

First, make sure you work in the V-Ray Node Space. You can select it from the drop-down menu of the Node Space option.

Click on the GIF to view it in full size

Then, go to the Create menu > Materials and select New Node Material option.

New Material node is created. When double-clicked on it, the Node Editor is opened. Now you can work within the Node Editor by creating and adjusting V-Ray nodes.

Click on the GIF to view it in full size

IO Nodes

  • If you are working with Floating IO nodes, note that they are not compatible with V-Ray. When you transfer a scene from Cinema 2025 to Cinema R26, an extra node Group is added. To work around this, delete the Group and link the node directly to the V-Ray Material.

Node Editor in Cinema R26